seta skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map"
set bot_debug_tracewalk 0 "Enable visual indicators for short-term navigation. Green: Goal Reached / Yellow: Obstacle found / Red: Unsolvable obstacle found"
set bot_debug_goalstack 0 "Visualize the current path that each bot is following. Use with as few bots as possible."
+set bot_wander_enable 1 "Have bots wander around if they are unable to reach any useful goal. Disable only for debugging purposes."
// general bot AI cvars
set bot_ai_thinkinterval 0.05
set bot_ai_strategyinterval 5 "How often a new objective is chosen"
float autocvar_bot_vs_human;
float autocvar_bot_debug_tracewalk;
float autocvar_bot_debug_goalstack;
+float autocvar_bot_wander_enable;
float autocvar_captureleadlimit_override;
#define autocvar_capturelimit_override cvar("capturelimit_override")
float autocvar_deathmatch_force_teamplay;
// Hack: if it can't walk to any goal just move blindly to the first visible waypoint
if not (self.navigation_hasgoals)
+ if (autocvar_bot_wander_enable)
{
- dprint(self.netname, " can't walk to any goal, going to a near waypoint\n");
+ if not(autocvar_g_campaign)
+ dprint(self.netname, " can't walk to any goal, going to a near waypoint\n");
entity head;